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Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84171 times)

Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #750 on: September 26, 2013, 02:22:40 pm »

Clothing is hardcoded, like I said. Cant change that.

The Rendermax is only graphical. Pathfinding, Ai, none of that changes. Dwarves will happily run into dark corners full of giant cave spiders, they dont care. They will also find the one sock in the deepest, darkest caverns without fail. Its pure graphics, nothing else.
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Godlysockpuppet

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #751 on: September 26, 2013, 02:34:53 pm »

Clothing is hardcoded, like I said. Cant change that.

The Rendermax is only graphical. Pathfinding, Ai, none of that changes. Dwarves will happily run into dark corners full of giant cave spiders, they dont care. They will also find the one sock in the deepest, darkest caverns without fail. Its pure graphics, nothing else.
Kind of hilarious when you see a lone dwarf running into the deep dark caverns, fleeing from horrible monstrosities, demons, forgotten beasts and other unmentionable abominations to fetch a single sock. Made all the more dramatic by the somber lighting 8)
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #752 on: September 26, 2013, 05:41:11 pm »

I think I've figured out how to get rid of Bullfrog Leather, Yak Leather, etc.

Go into b_detail_plan_default.txt and change [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE] to [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER]

Do the same for b_detail_plan_masterwork.txt

regen and test.
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evictedSaint

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #753 on: September 26, 2013, 08:19:43 pm »

I dunno if you're still taking suggestions, but it would be kinda cool if you could imbue Megabeast souls into weapons and armor, or use them to craft special weapons.

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #754 on: September 27, 2013, 03:19:18 am »

I've confirmed how to remove all of the "flavors" from the various Leathers.

It involves a lot of replacing various [ADD_MATERIAL] in b_detail_plans and [USE_MATERIAL] to specify the material as CREATURE_MATs, pointing to various creatures definitions such as [CREATURE:ANIMAL] and [CREATURE:ANIMAL_EXOTIC]

Duplicate entries are created from some duplicates within those [CREATURE] definitions.

I've gotten my list of leathers for the stockpile down to:
  Scale
  Mythskin
  Dragon Scale
  Thin Skin  <-- used to be one of the Thin Suedes but they have different stats and both are used.
  Thin Suede
  Netherbark Leather
  Deephide
  Feather
  Fur
  Leather
  Stomach  <-- I can not find where the hell this one comes from  :(
  Chitinplate
  Shellplate
  Rigid Shellplate
  Rigid Chitinplate
  Scaleplate
  Rigid Scaleplate
  Tough Leather
  Studded Leather
  Lamellar Leather
  Bonerattle

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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #755 on: September 28, 2013, 06:11:30 pm »

BillyJack: I could have told you that... the problem is in the reactions. if you take "dog leather" and improve it to "studded leather", the dog-part is lost. Most leather-reactions, cloth, silk and so forth use the specific ones, so the reactions either break, or reset the leather to standardized again. Converting all the reactions is the real amount of work, which is why I havent done this as an optional setting so far. Its also very messy set up, with the leather templates and all that, I am glad this part is bug-free and I dont dare to touch it with the UI :P

Last two days I havent found the time to do anything, but I noted down all the reports. Tomorrow I try to do a new idea I have for the finishing forge, and I will test the new tilesets with the raw tile selector. After that I have to take a look at the kobolds.
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #756 on: September 29, 2013, 12:26:41 am »

I don't follow.

A creature, such as [CREATURE:NYMPH] has the [BODY_DETAIL_PLAN:STANDARD_MATERIALS].

[BODY_DETAIL_PLAN:STANDARD_MATERIALS], in b_detail_plan_default.txt, has [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE].
Changing the that to [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER] makes it use the LEATHER material defined as [CREATURE:ANIMAL]'s LEATHER material, which is LEATHER_TEMPLATE.

So, the leather is still LEATHER_TEMPLATE, but now it doesn't have the name Nymph associated to it. It doesn't have any name associated to it because [CREATURE:ANIMAL] doesn't have any names in its definition. But it is still the same leather, with all of its associated reactions, as before.

And now, Nymph Leather is no longer a stockpile choice or a choice when trying to specify the material for Leather Armor. In fact, all creatures that have [BODY_DETAIL_PLAN:STANDARD_MATERIALS] in its makeup, and do not remove it with [REMOVE_MATERIAL:LEATHER], such as [CREATURE:RHENAYA_DROW_LIZARD_GIANT], no longer have a unique leather name because it is all the same as ANIMAL's leather, which has no name.

Test: Change [BODY_DETAIL_PLAN:STANDARD_MATERIALS]'s [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE] to [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER] in b_detail_plan_default.txt. Embark with some Shaggy Badgerdogs, which uses [BODY_DETAIL_PLAN:STANDARD_MATERIALS], build your butcher and tanner and butcher them up.  You'll end up with Leather, just like before, but you won't have all those other unique leathers anywhere that you can specify the leather type.
« Last Edit: September 29, 2013, 12:58:10 am by Billy Jack »
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

evictedSaint

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #757 on: September 29, 2013, 01:01:42 am »

The problem lies in turning the leather into an inorganic material when you remove the creature association.

If I remember correctly, the "common," "exotic" and "rare" leather types are literally three animals named common, exotic, and rare.

If it's an inorganic material, hard-coded workshops (like the leather workshop, for example) can't use them.

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #758 on: September 29, 2013, 01:14:33 am »

There's no INORGANIC:LEATHER in Vanilla.

And I misspoke, Ironclad Shaggy Badgerdogs uses [BODY_DETAIL_PLAN:STANDARD_MATERIALS], not the standard Badgerdog.  Boozebelly goats are also an adequate test.

Just made leather armor at the Leatherworks from my butchered Ironclads.

Also, making Tough Leather at the Tanner produces SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER. Which leaves the game slightly confused, because there are two definitions for LEATHER in CREATURE:ANIMAL_EXOTIC, one using MATERIAL_TEMPLATE:TOUGHLEATHER_TEMPLATE and one using MATERIAL_TEMPLATE:LEATHER_EXOTIC. Both of these are identical other than the a difference of 1 in the MATERIAL_VALUE. So it doesn't matter which one the game is using.

Essentially, the mod is already using the CREATURE_MAT:ANIMAL trick to remove the creature reference.

All of the INORGANIC leathers that I've looked at aren't used in the mod and are the source of the duplicate entries for their type, such as Lamellar.
« Last Edit: September 29, 2013, 01:39:06 am by Billy Jack »
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Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #759 on: September 29, 2013, 04:45:43 am »

Yeah, I can delete the inorganic version, except INORGANIC:LEATHER, which is used in the kobold leather upholstery for furniture.

Still, reactions that ask for SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:LEATHER will be broken, because its local creature mat:leather if I bring the different types back. I mean, yeah, in theory its possible, but I never figured that its a highly wanted feature (?)
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #760 on: September 29, 2013, 09:08:16 am »

I don't think you understand.  SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:LEATHER is all that there will be for standard Leather.

People aren't asking for it, because they don't know it can be easily done. Who wants to sort through the huge list of leather to identify the standard Padded Leather material to be just plain old leather? With this one line change, you go from many pages of creatures made from STANDARD_MATERIALS ("xxxx leather") to just "leather". Most of the other "xxxx leather" types are left over from them not being designed with STANDARD_MATERIALS, but from MUMMY_MATERIALS, GOLEM_MATERIALS, INEDIBLE_STANDARD_MATERIALS, and REGENARATOR_MATERIALS. These can benefit from the change as well, since there LEATHER item identifier is material LEATHER_TEMPLATE.

Kobold leather furniture, such as the armor stand, use [PRODUCT:100:1:ARMORSTAND:NONE:INORGANIC:LEATHER_UPHOLSTERY].
[INORGANIC:LEATHER] is not used anywhere.
« Last Edit: September 29, 2013, 09:16:15 am by Billy Jack »
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zach123b

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #761 on: September 29, 2013, 09:55:58 am »

i use the search function to go through the long list. it helps a lot, other than when i'm looking for rough wood; which is still a small thing
in the leather there are two maybe 3 entries of the same leather, i just link all of them then
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Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #762 on: September 29, 2013, 09:57:05 am »

BillyJack: What exactly are you trying to do? Improve stockpiles for the standardized leathers, or add a button to the GUI to allow optional standardized leathers?
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #763 on: September 29, 2013, 10:06:27 am »

The goal of this conversation is to clear up the lists of plain old leather in stockpiles and uniform material selections.

"Booze Belly Goat Leather" and many others just becomes "Leather".  The actual material, with all of its reaction associations, stays the same.

The overall goal, I'd like to do is to remove the Leathers that don't exist (removing duplicates) and to remove all flavor text that is being used to differentiate the same leather.
"Booze Belly Goat Leather" --> "leather"
« Last Edit: September 29, 2013, 10:10:34 am by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« Reply #764 on: September 29, 2013, 10:13:57 am »

That makes sense. I thought you wanted to make standardized leathers optional.

Quote
Test: Change [BODY_DETAIL_PLAN:STANDARD_MATERIALS]'s [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE] to [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER] in b_detail_plan_default.txt.
That would be all, yes?
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